Pirate

Revision as of 16:37, 1 December 2020 by Mesalikepie (talk | contribs) (Pirate strategy guide)
GIMME YARR STAFF
Pirate.png
Pirate
Access: Pirate
Additional Access: Any place a block of 4X will open!
Difficulty: Hard
Supervisors: No one!
Duties: GET DOES CREDITS MATTES!
Guides: This page.
Quote: Yarr harr fiddlie dee.

So, those station-lubbers don't wanna give us our cut huh? Well, I guess we'll just go over there and take it!

Preface

There's a low chance of the pirate event occurring during a game. The station receives a demand from the pirates for 80% of the cargo points present when the event triggers. If the crew cough up the money, nothing happens.

If the crew refuses, or stays silent however, 3 (unlike nuke ops, the number of pirates does not scale with population) ghosts are spawned as skeleton pirates and given the objective to gather credits looted from the station. If under three ghosts take the pirate slots, later players can click on the sleepers on the ship to spawn as the remaining pirates.

Goals

The station refused to pay for your protection, protect the ship, siphon the credits from the station and raid it for even more loot.

The goal of the pirates is to loot the station of anything valuable. The minimum target is 50000 credits, with the figure scaling with the relative prosperity of the crew.

One of the largest advantages the pirates have, is that they are skeletons. The skeletons species heals from milk, do not take damage in space, nor do they take suffocation damage. Skeletons are additionally immune to radiation, disease, and any imbed chance. Along with not having blood or needing food. However, skeletons have the downside of chemicals from patches, sprays, and injections being unable to process through their boney system. This means the pirates healing is much more limited.

Ship

  • The bridge is at the top. Similar to the White Ship, the pirate ship can be piloted across the station z-level, with a 3 minute cooldown between each jump.
  • In the middle is the armory. It is equipped with laser guns, combat shotguns, and all sorts of other goodies.
  • Also, in the middle is the cargo bay teleporter. A pad which you put your booty on, and upon use teleports it to safety securing your riches. Only things put in the cargo bay count towards your credit target.
  • A plasma powered generator keeping the ship powered.
  • Some jetpacks to maneuver in space.
  • A kitchen with snacks and, more importantly, milk! Milk heals your skeleton body, and is invaluable for any good pirate.
  • The Data Siphon, to be a modern stealing the crews data.
  • The Booty Detector, to detect that lovely treasure.
  • Various other piratey items like cigars, booze, and outfits.

Data Siphon

This heap of machinery steals credits and data from unprotected systems and locks down the cargo and emergency shuttle. Although activation of this machine is optional, once its turned on, it can't be turned off short of cutting the power to the entire ship. Upon activation, it automatically starts siphoning credits from cargo, tech levels from the RnD network, and also creates a "hostile environment", preventing the cargo and emergency shuttle from entering or leaving. Meanwhile, it also locks RnD and supply consoles from being accessed altogether, so science can't research new technologies and cargo can't order stuff. It also broadcasts a GPS signal, so the entire crew can figure out the location of where the data siphon is. Expect the crew to go on a manhunt for your ship so that the emergency shuttle can dock.

GPS Signal

"Nautical Signal"

  • You can hear shanties over the static.

Equipment

  • Four Laser Guns
  • Three X4 Charges
  • Three Energy Cutlasses
  • Two Smoke Grenades
  • One Combat Shotgun

Strategy Guide

Pirates start with the major weakness of being stronger than most crew, but weaker than any prepared crew. You have few weapons, and no stuns. Staying all together provides much more protection for your merry crew, but less stealth. Raiding the armory is advisable to obtain better weaponry (and if science has not research weapon technologies yet, you will have taken the crew's best weapons). However, stealth is just as viable as going loud guns blazing via armory. From any TechFab linked to the ore silo, the pirates can withdraw ore to satisfy their credit goal. Techfabs you can usually sneak into to steal the ore undisturbed are the Service Techfab, RnD Techfab in nanites, and Engineering Techfab. The last thing is, you can always leave the Z-Level if the crews attacking your ship, and fly back later. Good luck ye scallywags.

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